mirror of
https://github.com/wesnoth/wesnoth
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Fix wmlindent quote detection (#6764)
* wmlindent: Fix parsing quotes in comments * Remove unnecessary wmlindent ignores * Run wmlindent
This commit is contained in:
parent
157d3426ab
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473c6e468e
@ -346,7 +346,6 @@
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message= _ "<span color='#A00000'>Important:</span> The animal Micro AIs in this scenario are written for a number of animal unit types that do not exist in Wesnoth mainline, such as sheep, sheep dogs, or deer. In this test scenario, these units have been replaced by mainline units."
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[/message]
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# wmlindent: start ignoring
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[message]
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speaker=narrator
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image=wesnoth-icon.png
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@ -354,7 +353,6 @@
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"+{ANIMAL_AI_DESCRIPTIONS1}
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[/message]
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# wmlindent: stop ignoring
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[message]
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speaker=narrator
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image=wesnoth-icon.png
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@ -366,13 +364,11 @@
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caption= _ "Question for the Player"
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image=wesnoth-icon.png
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# wmllint: unbalanced-on
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# wmlindent: start ignoring
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message= _ "It is possible to include a human-controlled Side 1, so that the action stops once every turn for looking around (or to mess with things in debug mode).
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Note that there is no end to this scenario. For demonstration purposes, any unit that is killed is replaced by another unit of the same type at the beginning of the next turn. In order to end the scenario, there's a right-click option - but that only works in human-controlled mode. In AI-only mode, you have to press 'Esc' or reload a previous savefile.
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Also note: The Animal AIs are coded as Micro AIs. A Micro AI can be added and adapted to the need of a scenario easily using only WML and the [micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</span> at https://wiki.wesnoth.org/Micro_AIs for more information." # wmllint: no spellcheck
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# wmlindent: stop ignoring
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# wmllint: unbalanced-off
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[option]
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label= _ "<span font='16'>I'll just watch the animals.</span>"
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@ -426,13 +422,11 @@ Also note: The Animal AIs are coded as Micro AIs. A Micro AI can be added and ad
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type=Wolf
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[/filter_second]
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# wmlindent: start ignoring
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[message]
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speaker=$second_unit.id
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message= _ "Yowl!
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Translation: Those boars are mean! We better stay away from them and their young."
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[/message]
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# wmlindent: stop ignoring
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[micro_ai]
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side=6
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@ -1,5 +1,4 @@
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#textdomain wesnoth
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#wmlindent: start ignoring
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# This file needs to be processed *after* all others in this directory
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#
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# The following flags are defined to have a meaning
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@ -198,7 +197,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:OVERLAY *^Do village/desert-oasis-3}
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# Swamp
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# To aid those updating terrain macros in 1.17/1.18, this next macro used to be
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# To aid those updating terrain macros in 1.17/1.18, this next macro used to be
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# {OVERLAY_COMPLETE_LF Ss (!,Xv,Chs,!,C*,H*,M*,X*,Q*,A*,Ke,Kea,Kud*,I*) -85 base2 swamp/reed}
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{NEW:OVERLAY Ss swamp/reed LAYER=-85 FLAG=base2 ADJACENT="!,Xv,Chs,!,C*,H*,M*,X*,Q*,A*,Ke,Kea,Kud*,I*" }
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@ -208,7 +207,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:VOLCANO_2x2 Mv Mm,Md mountains/volcano6 FLAG=base2}
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# Single-hex volcano
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{NEW:OVERLAY Mv mountains/volcano BASE=140,140 FLAG=base2 ADJACENT="!,Xv,Mv,!,C*,K*,X*,Q*"}
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{NEW:OVERLAY Mv mountains/volcano BASE=140,140 FLAG=base2 ADJACENT="!,Xv,Mv,!,C*,K*,X*,Q*"}
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{NEW:OVERLAY Mv misc/smoke-A CENTER=90,108 ANIM=[01~12] TIME=100}
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@ -266,7 +265,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:BASE Ms hills/snow}
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# Desert Mountains
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# To aid those updating terrain macros in 1.17/1.18, this next macro used to be
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# To aid those updating terrain macros in 1.17/1.18, this next macro used to be
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# {OVERLAY_ROTATION_RESTRICTED2_F Mdd (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 desert_mountains/desert-castle}
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# {OVERLAY_ROTATION_RESTRICTED_F Mdd (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 desert_mountains/desert-castle@V}
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{NEW:OVERLAY Mdd desert_mountains/desert BASE=72,72 FLAG=base2 ADJACENT="!,Xv,!,C*,K*,X*,Ql,Qx*" }
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@ -297,7 +296,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:OVERLAY Mdd^Xm desert_mountains/peak LAYER=2 FLAG=peaks}
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# {OVERLAY_RANDOM_LF Mdd^Xm 2 peaks desert_mountains/peak}
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# To aid those updating terrain macros in 1.17/1.18, this next macro used to be
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# To aid those updating terrain macros in 1.17/1.18, this next macro used to be
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# {OVERLAY_LF *^Xm 1 clouds mountains/cloud@V}
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{NEW:OVERLAY *^Xm mountains/cloud@V LAYER=1 FLAG=clouds}
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{NEW:PEAKS_1x2_SW_NE *^Xm mountains/peak_range1 FLAG=peaks PROB=15}
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@ -420,7 +419,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:OVERLAY *^Gvs embellishments/farm-veg-spring LAYER=-81}
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# Water Lillies
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# To aid those updating terrain macros in 1.17/1.18, this next macro used to be
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# To aid those updating terrain macros in 1.17/1.18, this next macro used to be
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# {OVERLAY_COMPLETE_L *^Ewl (C*,K*,X*,Ql*,Qx*,G*,M*,*^V*,R*,A*,D*,U*,H*) -86 embellishments/water-lilies}
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{NEW:OVERLAY *^Ewl embellishments/water-lilies LAYER=-86 ADJACENT="C*,K*,X*,Ql*,Qx*,G*,M*,*^V*,R*,A*,D*,U*,H*"}
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{NEW:OVERLAY *^Ewf embellishments/water-lilies-flower LAYER=-86 ADJACENT="C*,K*,X*,Ql*,Qx*,G*,M*,*^V*,R*,A*,D*,U*,H*"}
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@ -526,7 +525,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:BASE Rrd flat/sandy-path}
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{NEW:BASE Rrc flat/road-clean}
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{NEW:BASE Rp flat/stone-path}
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{NEW:BASE Rra flat/road-icy}
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{NEW:BASE Rra flat/road-icy}
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# Hills base terrain
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{NEW:BASE Hh hills/regular}
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@ -587,7 +586,6 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:BASE Ior interior/wood-ruined LAYER=-284 FLAG=raised_base}
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{NEW:BASE Irs,Icr interior/stone-regular LAYER=-284 FLAG=raised_base}
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# Water base terrains
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{NEW:OVERLAY Wwf water/ford FLAG=ford LAYER=-519}
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@ -722,7 +720,6 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:CASTLEWALL2 Koa !,Ket,!,C*,Ke* (!,C*,K*,Xu*,Xo*) castle/winter-orcish/keep-fort}
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{NEW:CASTLEWALL Koa (Ke,Kea,!,K*,Xu*,Xo*) K* castle/winter-orcish/keep}
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# Desert castles
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{NEW:CASTLEWALL Cd (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/sand/castle}
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@ -745,7 +742,6 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:CASTLEWALL2 Kha !,Ket,!,C*,Ke* (!,C*,K*,Xu*,Xo*) castle/snowy/keep-castle}
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{NEW:CASTLEWALL Kha (Ke,Kea,!,K*,Xu*,Xo*) K* castle/snowy/keep}
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# sunken/swamp ruins (submerged part)
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# Show sunken graphics for sunken castle only when next to water terrain
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# Show sunken graphics for sunken/swamp keep also when next to swamp
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@ -786,7 +782,6 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:CASTLEWALL2 Ket (!,Ket,!,C*,Ke*) (!,C*,K*,Xu*,Xo*) castle/encampment/tall-keep-castle}
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{NEW:CASTLEWALL Ket (!,Ket,!,Ke*,!,K*,Xu*,Xo*) K* castle/encampment/tall-keep}
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# Castle & Encampment Base Transtions
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{NEW:TRANSITION !,Kfa,Cfa,!,C*,K* Kfa,Cfa -79 castle/winter-dwarven/dwarven-castle-floor FLAG=inside}
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@ -908,7 +903,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:WALL Xo* (!,Xu*,Xo*) walls/stone/wall-stone}
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# New Generic Castle-to Chasm transition
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# To aid those updating terrain macros in 1.17/1.18, these next macros used to be
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# To aid those updating terrain macros in 1.17/1.18, these next macros used to be
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# {TRANSITION_COMPLETE_LF (Cha,Kha,Coa,Koa,Cea,Kea,Cfa,Kfa) Qx* -89 transition2 chasm/regular-snow-castle}
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# {TRANSITION_COMPLETE_LF (!,Cud*,Kud*,!,C*,K*) Qxe -89 transition2 chasm/earthy-castle}
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# {TRANSITION_COMPLETE_LF (!,Cud*,Kud*,!,C*,K*) Qx* -89 transition2 chasm/regular-castle}
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@ -936,7 +931,6 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:TRANSITION_INTRA (Xo*) -289 chasm/regular-castle FLAG=transition2 ADJACENT="Qx*"}
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# Stone wall transitions
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# the doubled comma is to improve transitions with the map edge
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# {WALL_ADJACENT_TRANSITION Xol (!,,Xo*,Xu*) ANIMATION_10 walls/wall-stone-lit}
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@ -951,7 +945,6 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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# complex ways.
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# Default layer is -500, so anything layering above should be higher.
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{NEW:TRANSITION_INTRA (!,W*^Dr,!,*^Dr) -158 misc/rubble FLAG=intra}
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{NEW:TRANSITION_INTRA (*^Esd) -158 embellishments/rocks FLAG=intra}
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{NEW:TRANSITION (Md,Mv) (!,Md,Hhd,Mv,W*,S*) -166 mountains/dry}
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@ -999,12 +992,10 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:TRANSITION Gg Gs,Gd,Gll -256 grass/green-long}
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{NEW:TRANSITION Gs Gg,Gd,Gll -257 grass/semi-dry-long}
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{NEW:TRANSITION Gs (R*,D*,Aa,Ur,Urc,Ias) -260 grass/semi-dry-medium}
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{NEW:TRANSITION Gg (R*,D*,Aa,Ur,Urc,Ias) -261 grass/green-medium}
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{NEW:TRANSITION Gd (R*,D*,Aa,Ur,Urc,Ias) -262 grass/dry-medium}
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{NEW:TRANSITION Gll (!,Gll,Q*,W*,Ai,C*,K*) -270 grass/leaf-litter}
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{NEW:TRANSITION (Gg*,Qx*) (!,Gg*,Q*,Mm,Ms,Hh,C*,K*) -271 grass/green-abrupt}
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{NEW:TRANSITION Gs (!,Gs,Q*,C*,K*) -272 grass/semi-dry-abrupt}
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@ -1039,7 +1030,6 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:TRANSITION Ds (!,Ds,W*,S*,Ai,Q*) -510 sand/beach}
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{NEW:TRANSITION Dd (!,R*,Dd,W*,S*,Ai,Q*) -510 sand/desert}
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# Dirt transitions are double sided
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{NEW:TRANSITION (!,Rd,Rr*,Hh*,M*,Q*,D*,T*) Rd -370 flat/desert-road FLAG=inside}
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{NEW:TRANSITION Rd (!,Rd,W*,Ai,Q*,D*,T*) -371 flat/desert-road}
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@ -1053,7 +1043,6 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:TRANSITION Rb Ias -384 flat/dirt-dark FLAG=inside}
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{NEW:TRANSITION Ias Rb -388 flat/dirt-dark}
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# This complicated part keeps the submerged part of ice or a bank from drawing over the above-water parts of banks or ice
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{NEW:TRANSITION (!,Chw,Khw,Khs,!,C*,K*) (Ai,W*) -480 castle/castle-to-ice FLAG=non_submerged}
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@ -1063,7 +1052,6 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:TRANSITION (!,Rra,Rrd,!,R*,G*,Uue,Ias) Ai,W* -483 flat/bank-to-ice FLAG=non_submerged}
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{NEW:TRANSITION (U*,Xu*,Ql*) Ai,W*,S* -486 cave/bank FLAG=non_submerged}
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{NEW:TRANSITION Aa,Ai (D*,Rrd) -485 frozen/ice FLAG=non_submerged}
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{NEW:TRANSITION Aa,Ha,Ms,Ai,Rra (W*,S*) -485 frozen/ice FLAG=non_submerged}
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{NEW:TRANSITION Aa,Ha,Ms,Ai,Rra (W*,S*) -505 frozen/ice-to-water FLAG=submerged}
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@ -1074,11 +1062,9 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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# not needed for most core terrains, but can be useful for some UMC without transitions
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{NEW:TRANSITION Ur (!,Ur*) -506 cave/path}
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# Beaches
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{NEW:GENERIC_CORNER_TRANSITION (!,D*,Hd,Chw,Khw,Khs,W*,S*,Xv,Qx*,A*,Rra,Rrd,_*) W* -500 water/bottom masks/long ""}
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# Water Transitions below everything else
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{NEW:GENERIC_CORNER_TRANSITION Wwf (!,Wwf,!,W*,Sm) -515 water/ford masks/long "~O(0.48)"}
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@ -1125,5 +1111,3 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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#undef TG_RSTAR_NOT_RRD
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#############################################################
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#wmlindent: stop ignoring
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@ -92,7 +92,7 @@
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[frame]
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image=units/orcs/assassin-bob-lo.png:350,units/orcs/assassin.png:350
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[/frame]
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[frame]
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[frame]
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image="units/orcs/assassin-bob-[hi,hi2,hi].png:[350*3]"
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[/frame]
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[frame]
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@ -105,7 +105,7 @@
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[frame]
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image=units/orcs/assassin-bob-lo.png:350,units/orcs/assassin.png:350
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[/frame]
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[frame]
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[frame]
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image="units/orcs/assassin-bob-[hi,hi2,hi].png:[350*3]"
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[/frame]
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[frame]
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@ -2599,7 +2599,6 @@ Also, 0..9 = $below_ten, one,two,three = $ascii and the bonus answer is $mixed."
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x,y,side=17,9,1
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[/filter]
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#wmlindent: start ignoring
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[message]
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speaker=unit
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message=_"Battle for Wesnoth User’s Manual
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@ -2639,7 +2638,6 @@ In the world of Wesnoth there dwell humans, elves, dwarves, orcs, drakes, sauria
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For game purposes, the races group into factions; for example, orcs often cooperate with trolls, and elves or dwarves with humans. Some other factions reflect divisions within human society — loyalists vs. outlaws, for example. In most campaigns, you will control units drawn from a single faction. But sometimes factions make alliances with others, so you may face more than one faction in a scenario."
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[/message]
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#wmlindent: stop ignoring
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[/event]
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{PLACE_IMAGE items/book1.png 2 2}
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@ -2689,7 +2687,6 @@ For game purposes, the races group into factions; for example, orcs often cooper
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[modify_side]
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side=1
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#wmlindent: start ignoring
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shroud_data="|111111111111
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|1111111111111
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|1111111111111
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@ -2728,7 +2725,6 @@ For game purposes, the races group into factions; for example, orcs often cooper
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|000000000000000111111
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|00000000000000011111
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"
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#wmlindent: stop ignoring
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[/modify_side]
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[/event]
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@ -3420,7 +3416,6 @@ For game purposes, the races group into factions; for example, orcs often cooper
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[terrain_mask]
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x,y=20,1
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border=no
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#wmlindent: start ignoring
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mask="
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_s, _s, _s, _s, Aa, Aa, _s, _s, _s, _s
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_s, _s, _s, Aa, Aa, Aa, Aa, _s, _s, _s
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@ -3433,7 +3428,6 @@ _s, _s, Aa, Aa, Aa, Aa, Aa, Aa, _s, _s
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_s, _s, _s, Aa, Aa, Aa, Aa, _s, _s, _s
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_s, _s, _s, _s, Aa, Aa, _s, _s, _s, _s
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"
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#wmlindent: stop ignoring
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[rule]
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old=Gg^Vh
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new=Aa
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@ -3478,14 +3472,12 @@ _s, _s, _s, _s, Aa, Aa, _s, _s, _s, _s
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[terrain_mask]
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x,y=8,11
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border=no
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#wmlindent: start ignoring
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mask="
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^Ft, ^Ft, ^Ft, ^Ft
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^Ft, ^Ft, ^Ft, ^Ft
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^Ft, ^Ft, ^Ft, ^Ft
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^Ft, ^Ft, ^Ft, ^Ft
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"
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#wmlindent: stop ignoring
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[rule]
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old=*^F*
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layer=overlay
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@ -3519,14 +3511,12 @@ _s, _s, _s, _s, Aa, Aa, _s, _s, _s, _s
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[terrain_mask]
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x,y=8,11
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border=no
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#wmlindent: start ignoring
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mask="
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Ww, Ww, Ww, Ww
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Ww, Ww, Ww, Ww
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Ww, Ww, Ww, Ww
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Ww, Ww, Ww, Ww
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"
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#wmlindent: stop ignoring
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[rule]
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old=*^Ve*
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layer=base
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@ -3595,13 +3585,11 @@ Ww, Ww, Ww, Ww
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[/message]
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[message]
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speaker=narrator
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#wmlindent: start ignoring
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message="Formula:
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<span color='green'> $formula</span>
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Result:
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<span color='red'> $(debug_print( 'Result: ', ($formula) ))</span>
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"
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#wmlindent: stop ignoring
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[/message]
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[/command]
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[/set_menu_item]
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@ -103,6 +103,29 @@ class bailout(Exception):
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self.lineno = lineno
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self.msg = msg
|
||||
|
||||
def strip_comment(line, in_string):
|
||||
"""
|
||||
Strip a trailing comment from a line, if present.
|
||||
Allows for unbalanced quotes, where comment characters are literal.
|
||||
"""
|
||||
if not line:
|
||||
return line
|
||||
split = line.split('"')
|
||||
result = split[0]
|
||||
if not in_string and '#' in result:
|
||||
return result.split('#')[0].rstrip();
|
||||
split.pop(0)
|
||||
for component in split:
|
||||
in_string = not in_string
|
||||
result += '"'
|
||||
# If we end up outside a string and there's a comment, we're done
|
||||
if not in_string and '#' in component:
|
||||
result += component.split('#')[0]
|
||||
break
|
||||
else:
|
||||
result += component
|
||||
return result.rstrip()
|
||||
|
||||
def reindent(name, infp, outfp):
|
||||
"Reindent WML."
|
||||
dostrip = True
|
||||
@ -208,10 +231,7 @@ def reindent(name, infp, outfp):
|
||||
instring = False
|
||||
# Compute the dostrip state likewise.
|
||||
# We look for unbalanced string quotes.
|
||||
if dostrip:
|
||||
eligible = re.split("\s#", transformed)[0]
|
||||
else:
|
||||
eligible = transformed
|
||||
eligible = strip_comment(transformed, not dostrip)
|
||||
if dostrip and "<<" in eligible and not ">>" in eligible.split("<<", 1)[1]:
|
||||
dostrip = False
|
||||
in_lua = True
|
||||
@ -228,7 +248,7 @@ def reindent(name, infp, outfp):
|
||||
lasttag = ""
|
||||
# Pure macro files look like they have unbalanced indents. That's OK
|
||||
if indent_level != 0 and seen_wml:
|
||||
print('wmlindent: "%s". line %d: end of file with indent nonzero.' % (name, countlines), file=sys.stderr)
|
||||
print('wmlindent: "%s". line %d: end of file with indent nonzero (%d).' % (name, countlines, indent_level), file=sys.stderr)
|
||||
|
||||
def allwmlfiles(directory):
|
||||
"Get names of all WML files under dir, or dir itself if not a directory."
|
||||
|
Loading…
x
Reference in New Issue
Block a user